Steam Fortress Trains and Iron Hearted Zombies

I like Kabaneri the Iron Fortress and I’m looking at something along the same lines but in Europe they had Wells/Verne land battleships or Moorcock’s Land Leviathan. Somewhere between Kabaneri and Pride, Prejudice and Zombies there’s a lot more stories to be told. I’m going to start with a Wild West variant for my own reasons. While NPC homesteaders might put up their life savings of $500-600 to kit out a wagon with livestock and provisions to head west, I’m thinking an adventurer spent more time on training than saving up for gear so they start at $100 in equipment and a free set of clothes.

I’m starting the conversion by reskinning the Grav Train from Dead Suns. Despite the fact the train is built as a vehicle, I want to pull over some Starship systems, the various Sleeping/Hotel cars representing Common, Good and Luxurious Crew Quarters. I’m not saying that ALL steampunk games need to have an Airship or private Armored Train that the PCs build up over time the same way that Starfinder players own a Starship, but for a Steam Fortress campaign they probably should.

Hayajiro (駿城) Armored Train

Level: 10Price: $25,000 (The Hiyajiro is a military specified train built to more rigorous standards than a civilian passenger train. $25,000 gets you the locomotive)Type: Colossal land vehicle (15 ft. wide, 10 ft. tall, 100 ft. long) Typical US steam trains are less than 15 high, 10 wide and the tracks are 4 ft 8 inches apart.Speed: 60 ft., full 1,100 ft., 130 mph (Typical US steam trains in the 1860s reached 60mph.)EAC: 23; KAC: 24; Cover: partial cover (probably the passenger cars would have improved cover, zombies still get people through the gunports, the Locomotive engine would have total cover as we never see the zombies get to the crew)HP: 150 (75); Hardness: 15 Locomotive, 10 Passenger Cars (the passengers are protected like an Armored Car, the Locomotive more resembles military vehicle with sloped armor, but nothing like a tank)Attack (Collision) 12d10 B (DC 11) (Riflemen in the passenger cars seem to have the equivalent of a Musket or Hunting Rifle, maybe rifles plugged directly into the Locomotive’s boiler could do an extra 1d6 as per the Mechanic Trick Overcharge, but without reducing the power of the Train’s boiler significantly.)Attack (Collision) 12d10 B (DC 11) (they get a cannon during an episode)Modifiers: +2 Piloting, –2 attacks (–4 at full speed)System: autocontrol, unstable engine; Passenger: 48

Special Abilities:
Autocontrol Some vehicles have autocontrol, which enables you to spend your actions on tasks other than piloting, but is far less capable than an autopilot. You can engage autocontrol as a swift action after taking a drive or race action, and it lasts until it is disengaged (also a swift action) or until the vehicle is no longer capable of moving. When you’re using autocontrol, the vehicle becomes uncontrolled, but each round it moves in a straight line for the same distance and at the same heading and speed as the last pilot action (moving as if taking two drive actions if drive was the last action the pilot took, or as a race action if that was the last action the pilot took). The autocontrol uses the result of the pilot’s most recent Piloting check as the result of its Piloting checks.Unstable Engine (Ex) Once a Steam train becomes broken, its engine explodes in 1d4 rounds (even if it’s been wrecked), dealing 8d6 fire damage to anyone riding the locomotive and 1d6 fire damage to anyone within 50 feet (Reflex DC 13 half).

Level: 5Price: $9,725 (The price listed is for a 24 ton Baldwin 4-4-0 locomotive and its coal tender)Type: Colossal land vehicle (10 ft. wide, 10 ft. tall, 100 ft. long) Typical US steam trains are less than 15 high, 10 wide and the tracks are 4 ft 8 inches apart.Speed: 60 ft., full 500 ft., 60 mph (Typical US steam trains in the 1860s reached a top speed of 60mph, the express passenger trains in 1864 averaged 32mph.)EAC: 13; KAC: 16; Cover: partial cover (the locomotive and passenger cars would have partial, normal trains were made of wood with glass windows, the locomotive was iron with a very open area where the crew stood.)HP: 100 (50); Hardness: 10 Locomotive, 5 Passenger Cars (the passengers are protected like a Car, the Locomotive is all wrought iron and open to attack)Attack (Collision) 8d8 B (DC 7)Modifiers: +0 Piloting, –2 attacks (–4 at full speed)System: autocontrol, unstable engine; Passenger: 48

Special Abilities:Autocontrol Some vehicles have autocontrol, which enables you to spend your actions on tasks other than piloting, but is far less capable than an autopilot. You can engage autocontrol as a swift action after taking a drive or race action, and it lasts until it is disengaged (also a swift action) or until the vehicle is no longer capable of moving. When you’re using autocontrol, the vehicle becomes uncontrolled, but each round it moves in a straight line for the same distance and at the same heading and speed as the last pilot action (moving as if taking two drive actions if drive was the last action the pilot took, or as a race action if that was the last action the pilot took). The autocontrol uses the result of the pilot’s most recent Piloting check as the result of its Piloting checks.
Unstable Engine (Ex) Once a Steam train becomes broken, its engine explodes in 1d4 rounds (even if it’s been wrecked), dealing 8d6 fire damage to anyone in the locomotive and 1d6 fire damage to anyone within 50 feet (Reflex DC 13 half).

Tesla Electrified Dynamo-car

In the era of the steam fortresses, Nikola Tesla built a special car out of a Union Pacific Boxcar which is equipped with extra sets of wheels under the car that spin dynamos inside the car as massive counter rotating flywheels built up energy as the train moved along the tracks. Under full speed the dynamos charge up and power Tesla’s many experiments. The flywheels keep extra power available for higher power, lower speed or full stop requirements. IT is rumored Tesla’s train has a primary locomotive, and a number of pusher-dynamo generator engines making it a portable power station.

The Tesla Electrified Boxcar described here is supposedly modeled after one of Tesla’s early prototypes and offered commercially from a number of train car builders and are custom built to the customer’s requirements. The Tesla Electrified car can represent a Tech Workshop or Science Lab. The Electrified car can also represent a Power Core Housing if you wanted to add some more gadgets to your train.

In 1870 it took approximately seven days and cost as little as $65 for a ticket on the transcontinental line from New York to San Francisco; $136 for first class in a Pullman sleeping car; $110 for second class; and $65 for a space on a third- or “emigrant”-class bench.

In 1873 England got its first Pullman sleeping cars. Dining car service opened in 1879. In 1879, Sleeping and drawing room cars were available on 3 lines in England, 3 lines in Scotland and 1 line in Italy. In 1888 England established service with a full Pullman train consisting of parlor, drawing room (with ladies boudoir and dining room), restaurant, smoking car and electric lights. The earliest services used Edison electric bulbs and Faure lead oxide accumulator cells charged by steam engine the night before.

In 1875 major lines added dining cars and at the same time dinner prices on Hotel cars went up to $1. There was a proliferation of copycats in 1880. In 1886 Pullman patented the Vestibule system which allowed passengers to move freely from one car to the next, a feature that the proliferation of dining cars necessitated. Pullman’s first vestibule cars went into service in 1887. In 1889 Pullman bought out two of the leading competitors, one of which was violating the vestibule patent. In the Steam Fortress setting anyone trying to pass between cars without a vestibule would be subject to outside weather conditions and possibly attacks from the unquiet dead. In 1887 a method was devised of heating the cars using steam from the locomotive and removed the need to have individual heaters on each car.

Passenger Car (re-skinned Passenger seating)

Passenger Car 1860 $4,000 each passenger paid $1.50 per night

Passenger Car 1835 37ft long with a clerestory roof, one of the early 8 wheel cars. $2,000 each, carried 60 passengers. The passenger car has a water closet. This would act like the Starship Expansion Bay Passenger Seating take it 4 times to get 60 seats.

Arms Palace Horse and Stock Car 1885

A 46ft passenger car for up to 16-18 horses, prior to this horses were transported on stock cars designed for livestock which often weren’t ventilated, the animals shipped in stock cars often got sick and died over long journeys. Livestock cars could just be Passenger seating equivalent with Horse Cars being equivalent to Common Crew or Guest quarters. As size larges we’ll say the equine passengers take up the space of 4 people and the math for a 16 horse train car stays pretty clean.

Medical Bay, surgical theater and several recovery rooms might be built into a custom passenger car, but surgery should not be attempted while the train is moving and anything done on a moving train should be at the speed penalty for the train? Will research actual hospital trains.

Recreation suite, not a gym or holo-suite, but possible a parlor car with beverage service and cards or billiards.

Science Lab and Synthesis bay are dependent on how much super science you want.

Portable Steam Engines (蒸気機関, Jōki kikan)

From the Farmer’s Magazine in 1859 I found prices for Portable Steam Engines which were used to power farm equipment and other machinery.

Portable Steam Engines

Name

Level

Price

Charges

Usage

Bulk

Special

2 HP Engine

1

£100

20

1

10

unstable engine

5 HP Engine

2

£180

40

2

x

unstable engine

6 HP Engine

2

£200

80

3

x

unstable engine

8 HP Engine

3

£225

80

4

10

unstable engine

10 HP Engine

x

£250

100

5

x

unstable engine

12 HP Engine

x

£400

100

6

x

unstable engine

The 2 hp engine used in the Michaux steam velocipede could run for 2-3 hours on its alcohol boiler and water tanks, the lighter weight Roper steam velocipede with an 8 hp engine could only last about half an hour. Given the difference in their top speeds, the Roper could go twice as fast,the Michaux could go twice as far. I give the 2 hp engine a usage of 1, the 8 hp a usage of 4. As the Roper weighted 150 lbs and the Michaux 194 lbs, and were both built on a ~60 pound Boneshaker frame, the Michaux-Perreaux had a 137 lb Perreaux engine. The weight of the Roper’s engine must be ~90 lbs and both include water tanks and fuel. I’m going to take the leap of faith that the Roper didn’t have the water tanks and fuel reserves of the Michaux-Perreaux.

DescriptionWith a lever action based on the Winchester design, and a barrel and foregrip like a carbine, this basic rifle is used by Bushi in Japan, as well as US Cavalry soldiers in the United States and regular troops in armies all over the world. Unlike a gunpowder weapon, the pressure inside the barrel does not spike and then lower as the projectile moves down the barrel. A steam gun exerts a constant pressure on the projectile until it leaves the barrel. It fires a round lead ball in .44 caliber and is powered by a portable pressurized steam tank capable of firing 20 shots before it is empty. Gunners on steam trains are able to connect their carbines directly to a steam power distribution system connected to the boiler of the locomotive. Carbines connected to the boiler are capable of taking more powerful shots while preserving the steam in their individual pressure tanks. A gauge on the pressure tank indicates the number of shots left in the tank. Ball ammunition is loaded into a tube magazine under the barrel.

Colt Walker

Colt Dragon (コルトドラゴン) (modified Handcannon, Swagger)

DescriptionA six shot revolver based on the Colt Walker, this heavy pistol is used by Texas Rangers and US Cavalry in the United States. Unlike a gunpowder weapon, the pressure inside the barrel does not spike and then lower as the projectile moves down the barrel. A steam gun exerts a constant pressure on the projectile until it leaves the barrel. It fires a round lead ball in .44 caliber and is powered by a portable pressurized steam tank capable of firing 10 shots before it is empty. Ball ammunition is loaded into the cylinder.

Bullets.44 caliber round lead bullets are $1 per 100.

Steam Arbalest (蒸気アーバレスト, Jōki ābaresuto)(modified autotarget rifle)

LongarmsTwo-Handed Weapons Projectile
Level: 2Price: $75Damage: 1d6 PRange: 60 ft.Critical: —Capacity: 10 roundsUsage: 1Bulk: 2Special: Analog, automaticDescription
A steam powered automatic crossbow, steam arbalests fire continuously for as long as the trigger is depressed and fresh bolts are available in the magazine. It fires a metal tipped bolt which is reloaded from a cylindrical magazine when a steam piston draws back the steel cable bending the limbs of the bow. Powered by a portable pressurized steam tank, the arbalest is capable of repeatedly drawing and firing faster than a traditional archer. It can fire 10 shots before it is empty. Arbalists on steam trains are able to connect their arbalests directly to a steam power distribution system connected to the boiler of the locomotive. Arbalests connected to the boiler are capable of taking more powerful shots while preserving the steam in their individual pressure tanks. A gauge on the pressure tank indicates the number of shots left in the tank. Bolt ammunition is loaded by exchanging cylindrical magazines behind the foregrip.

AnalogThis weapon does not use electronics, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common.

AutomaticIn addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode.
When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.
For example, if you were using a gatling gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.
If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.

Bolts16 inch wooden bolts with sharp points are $0.50 per dozen.

Knife, Hunting (狩猟用ナイフ, Shuryō-yō naifu)

Basic Melee WeaponsOne-Handed Weapons

Level: 1Price: $5Bulk: LDamage: 1d4 SCritical: —Special:Analog, OperativeDescriptionThese light blades can be used for both mundane tasks and combat. A typical hunting knife has a fixed, single-edged, steel blade.

Infantry Sabre

Cavalry Sabre

Dueling Swords, Tactical

Basic Melee WeaponsOne-Handed Weapons

Level: 2Price: $4-8.5 (Artillery swords $4, Horse Artillery Sabers $5.50, Non Comm Officers swords $5.50, Cavalry Sabers $8.50, Heavy Cavalry Sabers $7.50)Bulk: LDamage: 1d6 SCritical: —Special:AnalogDescription
While dueling swords are crafted to be aesthetically pleasing and are often seen as a mark of rank or tradition, many warriors still train with them to deadly effect. In the 1800s many militaries still trained with and carried swords for hand to hand combat.

Pressure Tank

Pressure tanks charge powered weapons and they can also be used to power an array of technological items. Pressure tanks come in a standardized size and weight, and items that take steam power all have a pressurized charge connector with which they connect, regardless of the item’s size. Weapons that use pressure tanks list the highest-capacity tank they are capable of using as well as how many charges from the tank that each shot consumes.

All Pressure tanks

Name

Level

Price

Charges

Bulk

Special

Pressure tank

1

$6

20

5L

–

High-Pressure tank

4

$33

40

1

–

Super-Pressure tank

4

$39

80

2

–

Ultra-Pressure tank

5

$45

100

4

–

Backpack Engine (背負い機関, Seoi kikan)

The High-Pressure tank is mounted to a packboard that keeps the heat of the tank away from the wearer and carries the load better than other belt and strap configurations. Cavalry units have devised a split tank saddlebag arrangement which is for horses essentially the same as the backpack version is for people.

Powered Armor pressure tanks are attached to the armor and cannot burn the wearer.

Recharging a Pressure Tank

Most settlements of any size have coal boilers capable of filling a pressure tank. To charge the full capacity of a spent pressure tank takes 1 round per charge and costs a nickel. You can charge a partially depleted tank, but the price for doing so is the same as if it were fully spent. Many homesteaders keep their tank attached to their boiler or potbellied stove at home, accumulating a charge by a trickle at one charge per hour. Hotels often have a similar connector on their heater radiator. Some large locomotives and steamships have connectors for their gunners and other crew. These offer recharging at no cost, but they typically take 1 minute per charge to repressurize an empty tank. The Engineers have direct access to the boiler and can repressurize tanks at 1 round per charge, whether they do that for the going rate of a nickel, or a shot of whiskey or both is up to the GM.

Gunports, there are many gunports along the sides of the train cars, there are doors between the train cars and hatches up to the roof of the train cars as well.

Technological Item Descriptions

Technological items are described below. Where items are grouped into a category, that category and the items that fall into it are listed in a single entry.

Binoculars

Binoculars are useful for watching opponents, wild game, and sporting events from a long distance. You can view distant objects through binoculars as a move action, which grants you a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. $8.25

Cable Line (Chain, Rope, Steel)

Industrial-strength cabling is typically made from hundreds of cords of high-durability plant fibers, steel wires or metal links.

Comm Unit (Telegraph, Telephone)

Telegraphs between towns and cities or even internationally aren’t easily portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements.

Compass (方位磁針)

A compass relies on the Earth’s magnetic field to determine the direction of magnetic north. A compass grants its user a +2 circumstance bonus on Piloting checks to navigate. Navigator’s tools (grants a +4 bonus to Survival checks when orienteering).

Detonator

This rectangular device primes and detonates explosives (including grenades) by pushing the plunger, it spins a dynamo which generates a current that goes down the wire to the blasting caps which set off the explosives. Connecting a detonator to a specific package of explosives takes 1 minute, after which the detonator can be triggered. The detonator can be set to ignite its payload by: pushing the plunger (a move action), lighting a fuse (a full action). You choose the triggering method when setting the detonator. A detonator detonates its payload up to the length of the wire, typically within 500 feet. Explosives have the same price, effect, and weight as grenades. If you successfully set an explosive on a stationary object with a detonator using the Engineering skill, the explosive’s damage ignores half of the object’s hardness.

Dynamite

Fire Extinguisher

As a standard action, you can deploy a fire extinguisher to end a burn effect on any one creature or object of Medium or smaller size. Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large. A fire extinguisher can function for 20 rounds (which need not be consecutive) and can be recharged for 10% of the purchase price.

Goggles

Grappling Hook

A grappler is an anchoring device that can be attached to a cable line as a move action. The cable line can instead be threaded through the grappler, which takes 1 minute but adds the cable line’s hardness and HP to the hardness and HP of the grappler (and vice versa). A grappler has clamps that can slide from its base along a cable line attached to it, allowing it to be climbed as easily as a knotted rope (see Athletics).

You can attach a grappler through which a cable line is threaded to an immobile object that’s at least 5 feet in width with a ranged attack against AC 5. If the grappler is fired at a moving object or a smaller object, you must hit that object’s KAC + 8 to attach the grappler to the object. After it’s attached, the grappler remains anchored until either you give a release command as a move action, the grappler is pried free with an Athletics check equal to the attack roll you made to attach it, or the grappler is destroyed. If a cable line attached to or threaded through a grappler is destroyed but the grappler itself was not damaged, the cable line is destroyed, but the grappler is unharmed. In this case, the grappler loses the excess hardness and HP that a threaded cable line added to it.

You can also target a creature with the grappler. This is resolved as a grapple combat maneuver, but a creature struck with the grappler can still use its hands, and its movement is only restricted to remain within range of the length of the grappler’s cable. In addition to the normal rules for escaping a grapple, the target can pry itself loose with a successful Athletics check (DC equal to your attack roll to grapple the target). Or, it can perform a sunder combat maneuver against the grappler. Even if the combat maneuver doesn’t destroy the attached cable, the creature escapes the grapple.

A grappler can be thrown as a grenade or set over the muzzle of a ranged weapon that targets KAC, in which case it has half the normal range increment of the weapon, and you use any weapon proficiency and bonuses to attack you have with that weapon. A grappler can be reused.

Disguise Kit

This costume, wigs and makeup kit. It can be used with the Disguise skill to create a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against Perception checks that involve physical examination.

Listening Cone

This handheld device allows you to hear through normally sound-dampening materials at greater range. It grants you sense through (hearing), but only through materials that are 1 inch thick or thinner, and each Perception check attempted using it takes a full action, during which you are flat-footed.

Lock (Average, Good, Simple, Superior)

Locks are reusable devices, able to secure any fastening or closure and then holding fast. Locks usually open with a key, combination, sometimes a puzzle or code. Successful Engineering checks can disable locks. Locks come in four levels of quality—simple, average, good, and superior—which determine the DC of Engineering checks to open them without the proper key or code. A lock takes two hands to secure or open. For more information on locks, including the Engineering DCs to open them, see the Engineering skill.

Medical Gear (Advanced Medkit, Basic Medkit, Medical Lab)

Medical gear allows you to attempt Medicine checks and determines the DC of Medicine checks to treat deadly wounds. See the Medicine skill for more information.

Advanced Medkit

The advanced medkit adds more-advanced and specialized tools to diagnose and treat ailments. The advanced medkit can be used in the same way as a basic medkit, but the DC to treat deadly wounds is only 20, and you gain a +2 insight bonus to Medicine checks to treat drugs, diseases, and poisons. Additionally, you can use an advanced medkit to set up a temporary one-patient medical lab, though this requires 10 minutes. You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check.

Basic Medkit

The basic medkit has antiseptic, bandages, and handheld instruments designed to examine, explore, and treat common ailments. The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds.

Medical Lab

A full medical lab contains beds, diagnostic equipment, sensors, and tools, and even a small surgical theater. A medical lab is not generally portable unless installed in a ship or Vehicle of Huge or larger size. It allows you to treat up to three patients at once, and you can use the treat deadly wounds task of the Medicine skill twice per day on each patient. It otherwise functions as an advanced medical kit.

Pocket Watches

Pocket watches were everywhere in the 1800s and a requirement of daily life if you wanted to catch a train, be somewhere on time, run a train or ship in an efficient manner. All these things required some kind of timekeeping device, in 1891 there was a train wreck because an engineer’s watch stopped for 4 minutes. Watches from the 1700s ran fast and gained about an hour a day, watches from the 1820s on were accurate to within a minute a day. In 1893, railroads mandated watches that lost only 30 seconds a week. $3-25

Portable Light (Candle, Lantern, Torch)

A portable light, candles, oil lanterns and torches, all use a lit wick to create light. A portable light increases the light level by one step in an area determined by its Model, as follows: candle (5-foot radius), lantern (10-foot radius), torch (20-foot radius).
Candles (6 or 12 to 1lb) $0.15
Fireman’s Lantern $1.65
Torch

Restraints (Manacles)

Manacles are restraints made of hardened metal and open with a key. Manacles can be placed only on helpless, pinned, or willing creatures (a standard action). Manacles prevent two arms from holding or using any object. A creature can escape manacles with a successful DC 30 Acrobatics check.

Sleeping Bag

This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather and can also double as a stretcher in an emergency.

Spyglass & Telescope

Spyglass & Telescopes are useful for watching opponents, wild game, and sporting events from a long distance. You can view distant objects through binoculars as a move action, which grants you a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you.

Name

Level

Price

Collapsed

Length

Bulk

Special

Spyglass

1

$1.85

5 inches

14in

L

10x magnification

Spyglass

4

$4.25

8 inches

22in

2L

15x magnification

Spyglass

4

$16

11 inches

3ft

3L

22 lines 25 diameters

Spyglass

5

$25

13 inches

1-4ft

4L

27 lines 30 diameters

Tourist’s Spyglass

5

$15

8 inches

29in

4L

19 lines 30 diameters

Rifle Range Telescope

5

$21

11 inches

3ft

3L

27 lines 33 diameters

Tent

Tents are designed to protect their occupants from the ravages of the elements. A standard tent has an occupancy of two people. You can double the occupancy of a tent by doubling its price, triple it by tripling its price, and so on. $3

Mass Produced

A mass-produced tent is insulated, sturdy, and capable of being ventilated to prevent overheating or stuffiness without sacrificing protection. It allows characters within to treat extreme cold weather as severe cold weather, treat severe cold weather as typical cold weather, and ignore the effects of typical cold weather. It adjusts the severity of hot weather in a similar fashion. A mass-produced tent does not protect against smoke, catching on fire, lava, radiation, or other environmental hazards.

Trail Rations

Trail rations come in a number of commercial options. They all provide the necessary energy and nutrition for survival. The purchase DC given is for a case of 12 meals.

Tool Kit

A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. The types of tool kits are: disguise kit (required for Disguise checks to change appearance), Engineering kit (Engineering checks without one take a –2 penalty), navigator’s tools (grants a +4 bonus to Survival checks when orienteering), professional’s tools (provides a +4 bonus to Profession checks for one profession), rider’s kit (provides a +4 bonus to Survival checks to ride creatures), and trapsmith’s tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps).

Combination Knife

Tool Kit, Engineering Specialty

These kits each provide a +2 circumstance bonus to a specific use of the Engineering skill. Using an armorcrafter kit gives you a +2 bonus to repair, resize, or upgrade armor. A weaponsmithing kit gives you a +2 bonus to repair weapons.